Showing posts with label fantasy. Show all posts
Showing posts with label fantasy. Show all posts

Fantasy Slang: Building a Lexicon

Using the origins of slang I talked about last week, I came up with 120 slang terms and over 50 different idioms for the Air Pirates world. Sound like a lot of work? Well, it was and it wasn't. I didn't do it all at once, but over a long period of time (actually all 19 months I drafted the novel).

It was very hard at first, but once I got some patterns down and got a feel for the air pirates' language it became easier. Here are some things that helped:

UNDERSTANDING THE CULTURE
Many of the methods I outlined last week require an understanding of the culture involved. Metaphors arise from what a culture is most familiar with: a farming culture will use farming metaphors, an underwater civilization will use ocean metaphors, etc. Jargon that has transitioned to mainstream slang will be dependent on the subculture from which it came (in my case, pirate culture).

The Air Pirates' world is one of airships, pirates, and the ever-present fear of dark water. Sam talked about this some in his Talk Like a Pirate Day post. Knowing the foundations of their metaphors made it easier to come up with them. Then I often evolved or shortened them (thus obscuring my sources), but not always. Modern slang is a mix of phrases whose origins are immediately apparent and phrases whose origins have been forgotten. I wanted the Air Pirates' language to be similarly mixed.

TAKING IT ONE STEP AT A TIME
Don't try to come up with 100 idioms at once. That'll drive you nuts, and you won't even use half of them.

While writing Air Pirates, I mostly came up with slang words as I needed them. Sometimes I thought, "I feel like they'd have a special word for this. But what?" But mostly I came up with my own slang whenever I found myself using modern idioms and cliches. This had the added benefit of wiping my manuscript (relatively) clean of cliches.

KEEPING TRACK
Every time I made up a new slang term or idiom, even if I didn't end up using it, I wrote it down in a separate document. Sometimes I'd make up an idiom only to cut it as part of a larger revision. But I still had the idiom saved in my "Pirate Slang" document for use later.

Then every time I needed a slang term or idiom, I'd skim through the existing ones to see if anything fit. Sometimes I'd use a word I already came up with, sometimes not. If nothing else, skimming the old words made it easier to come up with something new that fit the existing pirate lexicon.

And that's pretty much it. Next time I'll talk about how to introduce all this odd slang to the reader without overwhelming them.

Meanwhile, have you ever made up slang for a story? How did you do it?


DON'T FORGET! There's still a contest going on for a free book. Link to the contest post for a chance to win. Read Pawn's Gambit to improve your chances. Contest ends May 6th!

Fantasy Slang: Origins of Slang, Part II

Language evolves in interesting ways, often without its speakers being aware of it. Last time I talked about how slang comes from euphemisms, metaphors, and reverse meaning. Today, let's talk about jargon, shortening, and swearing.

JARGON
Technically, jargon isn't slang. The purpose of jargon is to allow its users to speak more precisely about technical issues in a given field (usually). Slang, on the other hand, is often used to exclude non-members from a group. But the two are closely related, and jargon can become slang over time as knowledge of a field becomes more widespread (e.g. everyone knows what it means to download something now, but in 1980 the word was as obscure as "SNMP" is today).

Jargon can also take the form of a thieves' cant or rhyming slang, where the intent is to exclude. As languages evolves, and these code langauges become more generally known, they can become slang for a whole culture.

Just like their real-world, seaborne brethen, air pirates have their own jargon, some of which has passed to the public. A ship's brig is called the klack (though this meaning now means any prison). Crewmen might be navvies, turners, swabbers, stokers, machinists, gunners, or just plain skylers. And any of those terms have passed into the language as metaphors; for example, a swabber is a generally derogatory term for someone with a crap job.

SHORTENING
Language often evolves to make things quicker and easier to say, to the point of obscuring the origin of the phrase in question. "Goodbye" was once "God be with ye". Internet acronyms occasionally find their way into spoken speech. And no one knows what the heck "okay" used to mean, but nearly every language uses it now.

Almost everything is shortened in the Air Pirates' world. I mentioned the term "baron" last time. And hardly anyone actually says "spot of blue in the dark;" they're more likely to say "a spot in the dark," "a spot of blue," or even just "a spot." Likewise, mercenaries are mercs, anchors are anchs, and centimeters are cents. (That last one actually comes from the Thai language, where shortening words is practically a national sport).

SWEARING
Making up swear words is really, really, really hard. That's because swearing is only effective because we decide it is so (or have been taught so). There is nothing inherent about swear words that make them worse than any other word -- only the meaning we assign to them. Most made-up swear words sound silly to new readers because they have assigned no meaning to the word.

If you decide to make up swear words, imagine what kinds of things would offend members of your culture. References to sexuality, feces, or blasphemy work for almost any culture. But if your culture is particularly fantastic, you might decide other things (i.e. things that are normal to us) are vulgar to them.

I didn't get too creative with the swearing in Air Pirates, preferring instead to choose words that sounded like swear words but weren't. Words like flack and tullit. I also borrowed words from British slang like sod and bleeding, once again giving a feel of swearing without actually being offensive to the (American) ear.

Using euphemisms, metaphors, reverse meaning, jargon, shortening, and swearing, you should be able to come up with a number of phrases to make your made-up culture feel more real. It is a lot of work, but you don't have to do it all at once. I'll talk more about that next time.


DON'T FORGET! There's still a contest going on for a free book. Link to the contest post for a chance to win. Read Pawn's Gambit to improve your chances. Contest ends May 6th!

Fantasy Slang: Origins of Slang, Part I

A while ago, I talked about a method to make up fantasy languages that don't sound made-up. Today I want to talk about slang, where it comes from, and ways to make up your own. If you've read Pawn's Gambit (or this old post), you know the Air Pirates' world has tons of slang. These posts are a taste of how that evolved.

Slang is a bit harder to come up with than fantasy languages. A foreign word can be completely made up and still work, but slang often uses recognizable words in unusual ways. Done wrong, it makes the world feel silly. But done right, it not only makes a fantasy culture feel deeper, it can provide clues to the culture itself.

EUPHEMISM
Slang often arises as a roundabout way of discussing harsh or taboo topics. For example, English has a thousand euphemisms for sex and death. Kicked the bucket. Knocked her up. Sleeping with the fishes. Sleeping with each other. And so on.

In the Air Pirates' world, a pirate might "rack" a girl, especially a "woman of easy virtue" (prostitute). Knockers don't kill people, they pack them (why don't they knock them? I don't know. Language is funny like that).

METAPHOR
Metaphors -- idioms, really -- are slang's cultured cousin. "Bite the bullet" used to be quite literal, but became a metaphor for doing anything painful or difficult. Criminals want to stay "under the radar," even if they've never flown a plane in their lives.

Metaphor is a powerful tool to make up slang unique to a fantasy culture. There's no radar in the Air Pirates' world, but a good pirate knows to stay "in the clouds" even if they're not in an airship. A "spot of blue in the dark" literally refers to ocean without dark water, but mostly means hope in the midst of trouble.

REVERSE MEANING
Remember when "bad" meant cool? How about sick or phat? Sometimes slang is not a new word, but an altered meaning of an old one.

I didn't use this method very often in the Air Pirates' world -- I tried, but the results often sounded contrived. One that worked (for me, anyway) was the term "baron" for a shopkeeper. The idea was that "robber baron" used to be a derogatory term for a merchant who cheated you. Over time it came to be a common title for all merchants, good or bad. When it was shortened to simply "baron", it became almost a term of respect, like a title.


That's enough for now. Next time I'll talk about jargon, shortening, and swearing. Meanwhile, you tell me: where have you seen slang done well? Done poorly? Do you think they used any of these methods, or something else?


DON'T FORGET! There's still a contest going on for a free book. Link to the contest post for a chance to win. Read Pawn's Gambit to improve your chances. Contest ends May 6th!

That Thing Where I Draw: We Do Hard Things

A few months ago, I wrote a post about how I don't like the word "talent". It's a post about how I learned that I shouldn't quit something just because I'm not good at it right away, or because it's too hard. Natalie told me she had framed the saying "We Do Hard Things". I loved the idea: we don't quit when something gets hard -- hard things are what we do!

I wanted a picture like that in my house, but I didn't want just the words. It was five months before I figured out what I did want:


"We shouldn't be here at all, if we'd known more about it before we started. But I suppose it's often that way. The brave things in the old tales and songs, Mr. Frodo... I used to think that they were things the wonderful folk of the stories went out and looked for... But that's not the way of it with the tales that really mattered, or the ones that stay in the mind. Folk seem to have been just landed in them, usually...

"But I expect they had lots of chances, like us, of turning back, only they didn't. And if they had, we shouldn't know, because they'd have been forgotten."

Books I Read: Harry Potter and the Deathly Hallows


Title: Harry Potter and the Deathly Hallows (Harry Potter 7)
Author: J.K. Rowling
Genre: YA Fantasy
Published: 2007
Content Rating: PG-13 for violence

It's the 7th book in one of the most famous fantasy series of our time. I can't talk about it without spoiling it (not that it matters), but who cares? If you've read the first six, you're going to read it.* And if you haven't, you'll read the other six first and have a pretty good idea of what happens in this installment.

All I can say is this: despite the ponderous camping chapters, the sometimes-awkward writing (that I would never have noticed before trying to be an author myself), and the occasional magical rule-bending for the sake of the plot... at the end I was moved, I was sad, and I didn't want to say goodbye.

Yeah, for all its flaws, the whole series is well worth reading. Happy to talk more in the comments (assuming I'm around; baby coming and all that).

 * Or really, you've already read it. I'm certain I'm the last Harry Potter fan to get to this installment.


Content ratings based on what I think a movie might be rated, if the things shown in the book were shown in the movie. Ratings are very subjective, and I don't always remember/notice things. If you're unsure whether the book is right for you, do some research so you can make your own decision.

Google Mini-Rant and Follow-Up Language Tips

I normally love Google, but this Google Buzz thing is bugging me. The problem, as I see it, is that Google signed me up for a social network and started sending my updates to people (that I may or may not actually know, but whom I've e-mailed at some point) without my permission. That's a Bad Thing.

Now I'm not a big privacy nut or anything. But I am a simplify-my-life nut.* I get requests for random social networks all the time, and I refuse them for a reason. Google just skirted around that by not asking me, and then making it ridiculously hard to opt-out of. Thanks a lot, Google. Screw you, too.

* Which is to say I'm a supporter of it. It doesn't mean I'm good at it.


*deep breath*

Okay, enough of that. How about some random tips on fictional languages that didn't fit in last week's post? Sound good? (I swear this will be the last post on foreign languages. At least for a while. Maybe...

Does slang count?)

MAKE IT READABLE. Even if the reader doesn't understand a word, they will still try to mentally pronounce it. It's frustrating if they can't. Wykkh'ztqaff may look very alien and fantastic, but it'll drive the reader nuts trying to say it -- even in their mind. This is especially true for names!

USE LATIN WITH CAUTION. My method last week involved stealing words from real-life languages and mashing them to hide the source. If you use this method, you should know that Latin and some of its siblings (Spanish, French, and Italian, for example) are so familiar to English speakers that it's very difficult to hide them as a source. (Assuming you want to. See parenthetical below for a counterexample to this tip.)

Take the magical words and phrases from Harry Potter, for example. Their origins are obvious (flagrante enchants objects to burn, gemino duplicates objects, lumos makes light, etc, etc, etc). It works in Harry Potter because it's set in the real world, more specifically Europe. It makes sense that their magical language has the same roots as their spoken language (it also makes it easier to remember what each magic word does). But can you imagine Gandalf the Grey using these same words and claiming they were the ancient language of the Valar?

"The dark fire will not avail you, flame of Udûn. I am a servant of the Secret Fire, wielder of the flame of Anor... Incendio!"

(Matt Heppe noted in last week's comments that he intentionally used Romanian (a Latin-based language) to give the language a sense of familiarity for English readers. That's definitely a good reason to use Latin. I think, as with anything in writing, intentionality is key.)

WHAT ABOUT ALIEN LANGUAGES IN SCI-FI? It would be a little odd if an alien language sounded like one or more of our Earth languages, wouldn't it? Aliens could be their own post, but off the top of my head I'd say don't use language as we understand it at all. Aliens can speak in hisses, purrs, scents, flashes of color, x-rays, gamma rays, frequencies too low for the human ear to hear... Get creative. Though if you do use a spoken alien language, see the first tip at the top. (There's nothing wrong with spoken alien languages, even if they do sound like ours. I just want to encourage genre writers to stretch their creativity and be intentional about their choices.)

Anyone got any other tips on made-up languages? Do you know any fantasy languages done particularly well? Particularly poorly?

Making Up Words (Without Sounding Like a Dork)

On Wednesday, we talked about using foreign languages in fiction without (a) sounding like a dork or (b) confusing/boring the reader. The bottom line was:
  1. Don't do it just to show off.
  2. Be intentional; think like the character.
  3. Be subtle.
Today I want to talk about a related fantasy topic: making up your own language.

It's impossible (perhaps illegal, and certainly blasphemous) to talk about fantasy languages without mentioning the Godfather of Fantasy Language: Mr. John Tolkien. The guy was a language nut. He invented languages for fun since he was thirteen years old. If this is you, you probably don't need to read the rest of this post. You're fine.

Most of us, however, did not specialize in graduate-level English philology. Most of us speak only one or two languages with any kind of fluency. So most of us don't really understand how language evolves or what it takes to create an artificial language that has the feel and depth of a real one. That's why a lot of amateur fantasy languages sound silly or made-up; it's obvious that they are (made-up, that is).

So how do you create a language that FEELS real, without spending years determining phonology, grammar, or how the presence of two palatal fricative dates back to the Second Age when the Atpians still had two tongues? I'll show you what I do. It's the same thing I do with most of my ideas: steal from real life, then obscure your sources.

Let's take the phrase "thank you." It's a common phrase, often borrowed between languages (e.g. the Japanese say "sankyu" as borrowed English; in California we say "gracias" as borrowed Spanish, etc.).

STEAL FROM REAL LIFE. First I need a source -- some existing, real-world language I can base my fantasy language on. I want it to be somewhat obscure, and I want to show you how you can do this without even knowing the source language (which means no Thai), so I'll pick Malay.

There's lots of ways to find foreign words in a chosen language. If I wanted to be accurate, I'd use 2-3 sites to verify, but I'm making up a language, so Google Translate it is. It translates "thank you" as "terima kasih."

Now that's pretty cool on its own. It's pretty, easy to read, and sounds totally foreign. But despite the odds, somebody who speaks Malay will probably read my novel at some point and scoff. So it's time to obscure. Two ways I typically obscure source languages are: (1) alter the letters/sounds/word order of the existing phrase and (2) mix it with some other language. I'll do both.

OBSCURE YOUR SOURCES. For my second source language, I'll pick something from the same family in the hopes it will make my made-up language sound more real. A little Wikipediage tells me Malay is an Austronesian language, and lists the major languages of that branch. I'll use Filipino (just because it's also in Google Translate) and get "salamat."

Then I mish-mash for prettiness and obfuscation. Salamat + terima = salima or salama or, slightly more obscure, sarama. For kasih, I already used the "sala" part of salamat, so I'll take mat + kasih = matak. "Sarama matak." But that feels a bit long for a thank you phrase, so I'll shorten it to "Sarama tak."

And there you go. It was a little work, but a lot less work than it took to invent Quenya, I'll tell you that. If I'm really serious about this fantasy culture/language, I'll keep a glossary of the phrases I make up in my notes, along with a note of what the source languages are (so I can repeat the process to create more phrases that sound like they could be from the same language) and links to the translation sites I used.

If the glossary gets big enough, I might (because I am a bit of a language geek) start converting the phrases into their constituent parts: individual words, verbs, maybe even conjugations. But that's breaching into Tolkien territory where I said I wouldn't go. Besides which, that would tempt me to break the rules I set forth at the top of this post; they still apply even to made up languages.

So now you know my secret. Now go forth and make cool-sounding languages. Sarama tak.

The Problem With Quidditch

One totally optional, but (in my opinion) totally fun aspect of world building is making up fictional games for your world. Like made-up holidays and festivals, games unique to your world can give it a deeper feel and provide an endless source of subplots, conflicts, and climactic settings.

For a lot of fictional games, the rules don't actually matter. Nobody knows how to play that chess game R2-D2 plays against Chewbacca, but the scene gives the world a deeper feel and gives us a taste of Chewbacca's character (also Han's and C-3P0's). Avatar: the Last Airbender frequently uses a game called Pai Sho to reveal things about one of the characters, but the rules are never explained.

But sometimes you want more than that. A critical event might turn on the outcome of a bet, like in Pirates 2 or Phantom Menace. You might have climactic events that center on the playing field, like Harry Potter's Quidditch. Or your entire plot might center on a game, like Ender's Battle Room. In these cases, the reader needs to understand and care about what's going on. They need to know the rules, which means there need to BE rules.

The easiest way to make a fictional game is to take a real-world game and change it slightly. Take chess and give the pieces fantasy names. Take soccer* and give it two goals instead of one, or play with three teams at once on a circular field. But whatever you do -- whether you vary a real game or invent one of your own -- it needs to be a game that, for the most part, would make sense in the real world.

Here's where Quidditch fails. The made-up game starts okay: basically basketball with broomsticks, three goals per team instead of one, extra balls that hurt/distract the players, and a snitch to determine the end of the game. None of these variations break the game, and they all make it more interesting. If we had flying broomsticks and semi-sentient balls, this is a game we could play in the real world.

The problem is the point value of the snitch. Every goal in Quidditch is worth 10 points, but whoever grabs the snitch simultaneously ends the game and earns 150 points -- 15 goals. The overall effect is that regular goals don't matter. Ever. Unless the score reaches 15-0,** the rest of the game has exactly the same tension as if both teams just sat around and waited for the snitch to show up (which, really, why don't they?).

The only reason we don't notice is because the protagonist is the one who gets the snitch. Can you imagine if Harry was the one making meaningless goals, while some minor character caught the snitch and won the game? We also don't notice because usually something else is going on during the match -- like someone's trying to kill Harry or something -- so we don't actually have to pay attention to the match. But to me, all the wizards who go crazy over every goal seem silly and short-sighted.

So by all means, include made-up games in your world. But give them some thought. They don't have to win Game of the Year or anything, but they should at least make real-world sense.

Though I guess if you really are writing the next Harry Potter, it doesn't matter.

UPDATE: As I mention in the comments, I do like Harry Potter. A lot. It has it's flaws, but there's a reason I own all seven.


* A term I use, not because it's correct, but because it's the least ambiguous. They call it football in Thailand too.

** Which is ridiculous. When was the last time you saw a soccer team up 15-0? Or an American football game at 105 to nothing? Unless you were watching Big Leagues Beat Up on Tiny Tots Day, these scores just don't happen. Not at a professional level anyway
.

Books I Read: Silver Phoenix

(Note: It may appear that I'm reading books fast, because I posted a book just last week. The truth is I meant to start talking about books a while ago, but haven't gotten around to it until now. I usually only read a book a month, if I'm lucky.)

Title: Silver Phoenix
Author: Cindy Pon
Genre: YA Fantasy
Published: 2009
Content Rating: R for a scene of almost-rape, a scene of almost-sex, and many scenes of violent action.*

On the day of her (unwanted) betrothal, Ai Ling discovers a strange and frightening ability to hear the thoughts of others. When her father disappears on a trip to see the Emperor, she goes to rescue him and finds that her ability is more powerful than she thought. She has been chosen by the immortals to destroy an ancient evil that has ruled the Kingdom of Xia from the shadows for generations.

I'm sort of a sucker for Asian, or even pseudo-Asian, folklore. This book is like a YA version of Crouching Tiger, Hidden Dragon. Set in ancient China, Ai Ling faces demons, makes mixed-race friends (to which I also have a soft spot, I guess), and talks to the immortals themselves. That was the most interesting part to me: the portrayal of the gods and immortals of ancient China. We just don't get enough of that in the West, and it was weird to read sometimes, but also very cool. Like watching Spirited Away.

At the same time there was something that didn't grab me as tightly as I wanted it to. (MINOR SPOILER): It may have been the idea that Ai Ling was living out someone else's destiny -- actually that of a previous incarnation. I was really curious about the character of Silver Phoenix (Ai Ling's past life) and why she did what she did, setting things up for Ai Ling. (END SPOILER)

Although it may have just been my Western mindset messing things up. Whatever it was, I'm definitely interested in a reading a sequel and staying in this world a while longer.



* I base content ratings on what a movie might be rated if the things shown in the book were shown in the movie. Please remember that ratings are subjective, and I don't always remember/notice things. If you're unsure the book is right for you, do some research so you can make your own decision.

Books I Read: The Book of the New Sun

The last two months of 2009 saw my to-be-read pile increase about tenfold, and I'm tearing through them as best I can. I love to read, and I figure most of you do too, so why not talk about the books we like? That's what readers do, aye?

Title: The Book of the New Sun (actually four books)
Author: Gene Wolfe
Genre: Science Fantasy
Published: 1980-83
Content Rating: R

This is a tetralogy consisting of The Shadow of the Torturer, The Claw of the Conciliator, The Sword of the Lictor, and The Citadel of the Autarch. When MattyDub gave them to me, he said, "I don't know how to talk about Gene Wolfe with someone who hasn't read it. I'm afraid everything I say will be a spoiler." I totally get what he's saying now, but I'll do my best anyway.

BotNS is about a young man named Severian, an orphan raised and trained by the Torturers' Guild. He is exiled for the sin of giving mercy to one of the torturers' clients and travels, well... everywhere. The world is Earth, but it's dying. The sun is so dim that stars can be seen during the day, and only the area near the equator can be said to be truly warm. The Autarch, ruler of Severian's people in the south, is threatened by war in the north and rebellion led by the mysterious Vodalus. Throughout the four books, Severian gets wrapped up in basically everything.

That's about all I can say without ruining anything. This book will blow your mind. Every time you think you've got things figured out, Severian (the narrator) drops a bomb as casually as when he tells you what he had for dinner or that he sharpened and oiled his sword again. It's like watching Fight Club on a loop and being surprised every time. That was easily my favorite thing about it.

On the down side, it was a little slow at points: the beginning is hard to get into, and the story takes a few detours (esp. towards the end) that, while I'm sure had some deeper meaning I totally missed, were hard for me not to skip so I could continue the plot.

Overall, Book of the New Sun is a classic, and it's easy to see why. Gene Wolfe does things that I never knew you could do in prose. Things I'm not supposed to do as I try to get published. But he does them really, really well. It's like nothing I've ever read.

Your World is Boring

I'm always surprised when someone who I know loves fantasy (or just books) tells me they have not read The Lord of the Rings. I mean, this book is fantasy. And it's awesome! How can so many people not have read it? I'll give you three reasons: worldbuilding infodumps, long plot-stopping songs, and unintelligible languages.

Now before you Tolkien fans lynch me, hear me out. I know these things make LotR what it is. These are what make the world so big and so real. For you uber-fans,* the world is what you love the most. But you have to understand that for a first-time reader -- someone who is totally unfamiliar with Middle Earth -- these parts are boring.

Tolkien loved his world. And rightfully so; it's amazing. But the truth is that if Tolkien tried to pitch this today as his debut novel, he'd be told to cut the word count in half, split the story into smaller parts,** and for Pete's sake use a 'k' instead of a hard 'c' in your fantasy names!

Sorry. I'm okay now.

Many of us who write fantasy fell in love with it because of books like Tolkien's. We started creating our own worlds with new races and cultures and politics and histories and languages. We wrote a story in that world. But you know what happened? Our story became more about the world than the story. And it was boring.

Now we're full grown wannabe authors. We know about character and conflict. We're good with pacing and tension. But every once in a while, we start our story off with an infodump prologue, or we toss a 70-line poem into our story just because we love it. Even if we manage to keep the world on a tight leash in our novel, it comes bursting out in the query letter.

People don't want to read about your world. They want interesting characters they can root for (or against). They want compelling plot. Give them these things and only then will they listen to whatever you've got to say about the history of the Sidhe (and why it's pronounced 'she').

If you get nothing else out of this post, remember this: readers that love your characters will love your world, not the other way around.

And if you love fantasy, please read LotR. It would make me feel so much better.


* i.e. Those of you who have read all the appendices, can write your name in Angerthas Daeron, and converse in Quenya as easily as Sindarin. You know who you are.

** Oh wait, he was told to do that.

You Know That Fantasy Novel is Really the Author's D&D Game When...

  1. It starts in a tavern.
  2. There are four main characters, and it's unclear which one is the protagonist.
  3. There is one protagonist and his three friends, who are different from him in every way.
  4. The main characters are all human. Secondary characters are elves and dwarves.
  5. The only limitation on magic is that, after a certain number of spells, magic users must sleep before they can cast more.
  6. The villain is a human wizard.
  7. The villain is immensely more powerful than the main characters, but despite their obvious bent on stopping him, he doesn't face them until they are strong enough to defeat him.
  8. The main characters are referred to as a "party."
  9. The party consists of a fighter, a thief, a cleric, and a wizard (alternatively: warrior, rogue, healer, and mage; also barbarian, burglar, priest, and sorcerer).
  10. They take on a quest to either save the world or aid the village, for no other reason than that it's right.
  11. Despite the fact that there are many characters more powerful than the protagonists, no one else is willing or able to take on the quest.
  12. Anyone, anywhere, uses "adventure" as a verb.
Got more?

Steampunk, What is It?

They say steampunk's the next big thing. People are talking about it. Some folks are writing it. But what the heck is it? Honestly, steampunk is a lot of things, so as a certified expert on the subject* I'm going to give you an overview.

* Note: I'm not actually an expert, just a fan of steampunk... and of Wikipedia.

Steampunk as Historical/Science Fiction
At it's heart, steampunk applies the old sci-fi question -- what if? -- to the Industrial Revolution. The Industrial Revolution changed the world in a lot of ways, but what if those changes took a different path? What if steam power turned out to be more practical than electricity? What if airships became the most common mode of transportation and warfare? What if France went to war with Britain -- while ruled by Luddites? How might the 19th century have changed?

The classic example is The Difference Engine by Gibson & Sterling. It takes place in a 19th-century Britain where Charles Babbage has not only conceived of the computer, but has actually built one out of gears and cranks, where race cars and tanks run on steam, and where the Japanese build clockwork robot servants.

Another example is Katsuhiro Otomo's Steamboy, in which a boy inventor gets caught in a struggle between his father and grandfather, as their ideals about science collide. And when I say "collide," I'm talking steam-powered super-soldiers, jetpacks, and a flying fortress. (Seriously, if you're not sure about steampunk, watch this movie, and if you are, why haven't you seen this movie yet?).

Steampunk as Speculative Fiction
In the 19th century, science was changing dramatically. Evolution challenged centuries of creationist thinking. Subatomic structures were being discovered within the irreducible atom. In steampunk fiction, science may progress at any rate or discover things even we in the 21st century aren't aware of.

It may take the form of science fiction: a 19th-century scientist reanimates an army of the dead, or fashions a destructive laser using giant lenses and a ruby found in the Mayan ruins. Or it may be pure fantasy: magicians in the London underworld or an occultist's attempt to bring Genghis Khan back to life.

Often, it's a mix of the two. Like The League of Extraordinary Gentlemen, in which steampunk scientists like Captain Nemo and Henry Jekyll might team up with lady-turned-vampire Mina Harker or the immortal Dorian Gray.

Steampunk as Alternate-Earth Fantasy
Not all steampunk takes place in our history. Video games like Arcanum (gears, factories, and elves) and Skies of Arcadia (airships and pirates on a world of floating continents) take place in fantasy worlds -- even World of Warcraft has a little steampunk in it. Treasure Planet is steampunk in space. Avatar: the Last Airbender pushed the punk edge with the Mechanist and his bender-powered airships, submarines, and tanks.

What these alternate-Earths have in common is a 19th-century feel, regardless of the actual technology (or magic) level.

Steampunk as Fashion
Though steampunk is rooted in fiction, there is a massive offshoot in aesthetics. Steampunk clothing, for example, borrows styles from Victorian England or steampunk fiction: boots, top hats, coat and tails, goggles, tool belts, frills, trenchcoats, you name it. (Also guns, apparently).

There's also steampunk design. This might be anything from gluing gears onto a pair of headphones to a full-on computer/work desk modification. A lot of it is taking modern technology and making it look like it was built in the 19th-century (in the process, making it look super-cool).

So there you go. Are there any questions? Did I miss anything?

(Steampunk not mentioned in this post, that perhaps should have been, includes: Wild, Wild West, The Adventures of Brisco County Jr, Laputa, Howl's Moving Castle, Disney's Atlantis, and Air Pirates. Also, I'm not familiar with every expression of the subgenre, so others will, no doubt, be mentioned in the comments.)

The Pillar of Skulls

Near the gate between the first and second layer of Hell, there lies a grotesque monument of the damned. Towering more than a mile high, howling and writhing with eternal torment, is a terror to match any other in the Nine Hells.

Here lies the Pillar of Skulls. It seethes with the frustration and hatred of a billion souls, moaning and wailing in endless, hopeless agony.

Yet here, too, lies the greatest store of knowledge in all the planes of existence. For among the Pillar's eternal prisoners lie great thinkers, world leaders, teachers, scientists... the entirety of the world's lore and experiences can be found within.

And so once in a great while, a seeker of knowledge will brave Hell itself to speak to the Pillar. But should they survive the charred wasteland, should they avoid the endless legions of Lord Bel's devils, should they escape the watchful eyes of the five-headed Tiamat, they must still contend with the Pillar itself.

When a visitor comes, the billion skulls fight each other to make themselves heard. The surface of the Pillar billows and pulsates, one skull appearing - howling unintelligible obscenities - then disappearing as quickly to be replaced by another.

Even should the seeker find the right one - a soul who has the information they are after - there is a price. For every skull on the Pillar, every soul doomed to live out eternity in the Nine Hells, wants only one thing. "I'll tell you what I know," they will say. "I'll do anything you ask. Just, please, take me off this pillar. Please, I...

"I just want to be published."

Really, Really, Really Short Fiction

Twitter: a free social networking/micro-blogging service, that allows its users to send and read other users' updates of up to 140 characters in length.

Thaumatrope: A sci-fi/fantasy/horror online fiction magazine that uses Twitter to accept and publish speculative fiction of 140 characters or less.

What a crazy, great idea. They pay authors $1.20 per story. That's almost two plates of Pad Thai. I just might get in on this.

UPDATE: I forgot to mention, you can read Thaumatrope for free. Either on their website or, for instant gratification, via Twitter. And because it's Twitter, you can get these stories sent to your cell phone if you want.

The Imaginary Line

There is an imaginary line dividing science fiction and fantasy. Science fiction is space and aliens and the future. Fantasy is magic and elves and dwarves. Right? As a reader, I'm glad it's not that simple, but as a writer, trying to find where I fit, I wish it would be a little easier. We categorize books so that readers can find what they like, and so publishers can find the right folks to sell to, but so so many books defy categorization.

Example: Heinlein's Stranger in a Strange Land. The book is no doubt science fiction what with Martians, space travel, a sole survivor of a defunct colony on Mars, etc. But halfway through, and most peculiarly at the end, there are characters both major and minor that have become angels in Heaven. That's not science, is it?

How about McCaffrey's Dragonriders of Pern? It has dragons, telepathy, medieval societies... but if you've read farther you know that Pern is a colony of Earth, and dragons the result of genetic engineering. The series appeals to fantasy fans, but the author insists it's sci-fi. If there's a line between science fiction and fantasy, then Anne McCaffrey is sitting right on top of it.

Now try this. I'll give you the premise of a story, and you tell me if it's sci-fi or fantasy: "New students arrive at a private academy for witches whose highly-trained agents must oppose a powerful terrorist witch organization."

Fantasy, right? Maybe urban fantasy (the words "agents" and "terrorist" suggest modern-day). What if I told you the sentence originally said "mutants" instead of "witches" and is, in fact, the premise of X-Men?

X-Men is science fiction, but merely by changing the perceived source of their powers - not changing their powers or the story or even their costumes one bit - the genre of the movie suddenly slides towards fantasy. (In fact, Marvel 1602 does just that, calling them "witchbreed" rather than mutants, leaving their powers unchanged).

Granted, if we altered X-Men by calling them witches, the story should change, at least a little. But it doesn't have to change a lot for it to suddenly become urban fantasy. It's all in perception.

What's my point? I don't know if I have one. Just that with every story I write, I find myself sitting on top of that imaginary line and wondering how to sell the story. I wish we could call it all speculative fiction and be done with it, but it's not to be. I know.

Anyway, here's to steampunk and science fantasy. My favorite blended subgenres that will never see their own sections in a bookstore.